# Spirit of the Air >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slams: 1d6 (×2) > >Melee/Ranged: +14/+15 > >Secondary: +9/+10 > >Multiattack: +12/+13 > >M/R_PA: +14/+15 > >2nd/PA: +9/+10 > >MA_PA: +12/+13 > >Itterative: 3 > > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2 > > xDCs:: Str: 19; Dex: 20; Con: 18; Int: 17; Wis: 18; Cha: 18 > > xFeat:: 4/6 (2) > > > > > > xLang:: 0/2 (2) <div class="grid-container"><div class="MON">Spirit of the Air</div> <div class="CR">CR 11 (12,800 XP)</div> <div class="SOU">Fiend Folio</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Magical Beast (air) **Init** +5 **Senses** darkvision 60 ft., low-light vision; **Perception** +3 #### defense **AC** 26, 14 touch, 21 flat-footed (+5 Dex, +12 natural, -1 size) **hp** 88 (11d10+33) **Fort** +10, **Refl** +12, **Will** +6 **Feint** 24, **Demoralize** 24 **DR** 10/magic; **SR** 22 **Immune** air #### offense **Speed** 30 ft., climb 40 ft., fly 60 ft. (average) **Melee** 2 slams +8 melee (1d8+6 plus burn) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** air superiority, immunity to air effects, whirlwind **Spell-Like Abilities** (CL 15th; Concentration +18) > **At will**— call lightning, control winds, detect magic > **1/day**— confusion, control weather, whirlwind, wind walk #### statistics **Str** 19, **Dex** 20, **Con** 17, **Int** 14, **Wis** 17, **Cha** 16 **BAB** +11, **CMB** +16, **CMD** 31, **TA** +14, **RTA** +15 **Feats** [[Combat Expertise]], [[Hover]], [[Improved Trip]], [[Multiattack]] **Skills** Climb +26, Fly +17, Perception +3, Spellcraft +13, Stealth +17 **Languages** #### special abilities ### Air Superiority (Ex) A spirit of the air gains a +1 bonus on its attack and damage rolls if its opponent is airborne. ### Immunity to Air Effects (Ex) A spirit of the air is immune to strong winds or any air-related effects. ### Whirlwind (Su) A spirit of the air can transform itself into a whirlwind once per day and remain in that form for up to 10 rounds. In this form, a spirit of the air can move through the air or along a surface an its fly speed. The whirlwind is 5 feet wide an its base, 20 feet wide an the top, and 30 feet tall. The spirit of the air controls the whirlwind's exact height (using a standard action to get taller or shorter), but it must be an least 10 feet tall. Creatures one or more sizes smaller than that spirit of the air might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 20) when in comes into contact with the whirlwind or take 2d6 points of damage. It must also succeed on a second Reflex (DC 20) save or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 points damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. A spirit of the air can eject any carried creatures whenever in wishes, depositing them wherever the whirlwind happens to be. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the spirit of the air and has a diameter equal to half the whirlwind's height. The cloud obscures vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment (20% miss chance), while those farther away have total concealment (50% miss chance). Those caught in the cloud must succeed on a Concentration check (DC 20) to cast a spell. #### ecology **Organization** Solitary, pair, or troop (5–12) **Advancement** 12–16 HD (Large); 17–33 HD (Huge) Spirits of the air are whimsical creatures that serve deities of the wind and sky, or even nondeific powers that deal in the same areas. They travel the upper parts of the atmos- phere near windy mountaintops as well as the windswept plains of the lowlands. Wherever there is wind, you can find sprits of the air catching updrafts and soaring through the clouds. A spirit of the air resembles a monkey, roughly 10 feet tall, with elongated fingers that form the ribs of its fanlike wings. The coloration of their furred bodies ranges from dark brown to blond, and their tusked mouths have a mirthful set, even when the spirits are engaged in battle. A spirit of the air’s mouth sports two tusks that curl up toward the creature’s nose, then out toward its cheeks. In its long, prehensile tail is typically clutched a heavy mace. Spirits of the air claim windy areas as their terri- tories. Due to their remark- able mobility, these terri- tories sometimes stretch for hundreds of miles. Creatures that pass within are generally unmolested, but the sprits sometimes take offense at unseen slights and rush to attack interlopers. Spirits of the air speak Auran, Draconic, and Giant.